Trickshot Thanks! It always makes me feel good to know that people want to play the game! Even though this is my first release, and it is also functioning as a learning experience, I am also pouring my heart and soul into it to make it as good as I can.
When I was deciding on how to make the combat system, I thought about how to make it interesting. It will be a short game, as most rogue-likes are, with permadeath. So, I need to make it interesting to fire up and play at anytime. To do this I looked a couple of other games. I watched someone playing Heroquest on the Amiga, and looking at the dice rolls, it seemed like a fun system. I also recently started playing Morrowind again, and I liked how there was an element of chance in that as well. Combining the element of chance with a bit of skill and decision making seemed like a fun system.
So, I sort of combined the gameplay of Baldur's Gate with some other bits from other games, and my own system of gameplay of course, to make a game that didn't give the same experience every time. Combined with being able to go anywhere in the castle at anytime and having a choice of multiple routes, I think the game will be fun to replay.
I also made the game into one room at a time so you cannot "cheat" and look ahead to see where you are going and where the guards are. The doors will be locked until you unlocked them, so you are forced to make decisions such as "do I try and kill this guard or look for an alternate route?" "do I try and lockpick this door before the guard sees me or try and ambush him for a combat advantage?" little things like that.